who will work for a fighting game ?

orange64

Well-Known Member
Jan 16, 2022
114
22
28
Just wanted to know you guys thoughts on who will work in a fighting game from COC-2
 

WolframL

Well-Known Member
Feb 12, 2020
3,611
5,143
42
I mean in theory you could probably make any of the characters (who's set up for combat) work but trying to capture some of the mechanics would be tricky. I'm not the best person to ask this question because I don't play a lot of fighting games (and there's enough variety that I'm not sure what format you have in mind) but here's a few idle thoughts:

Gear sets could be accounted for by either giving characters a mix of moves from all their options or having some way of changing them mid-fight, though not everyone would work well with the latter approach (like Queenly Raiment Ryn) so the former would probably make more sense.

Cait: She'd probably be the biggest jack of all trades character with some ranged options from Passion Priestess, close-in options with Hexblade Leathers and... I have no idea what you'd do with Sun Dancer unless you just look at Blessing as an attack booster that takes some time to set up.

Brint/Brienne: Separate characters but with a mostly-shared moveset from their Wayfarer/Arena gear, but they're distinct thanks to the Winter Knight/Pyromanicer-derived moves. I imagine they'd play by taking advantage of superior reach to try and keep non-ranged opponents from pulling off moves, but they'd be slower and have openings after attacks.

Atugia: I imagine she'd use a mix of attacks where she summons different sorts of weapons for variety, and to match her tanky nature she'd specialize in blocking and counterattacking.

Berwyn: Might as well lean on the summoner aspect and give him summons with different effects. Maybe make him focus on area control, using summons to force the opponent to either take damage or avoid them in a hopefully predictable way, opening them up to a direct attack.

Quin: Not really sure how you'd adapt his largely Tease-based powers to a fighting game, but Firewalk functioning like some sort of short-term damage counter could work.

Kiyoko: Lots of projectile attacks, and maybe a mechanic that drains enemy health or (perhaps more balanced) whatever the equivalent of the tech bar would be, and probably some form of increased chance to stun or prevent an opponent from using techs to reflect all her debuffing abilities.

Ryn: Also projectile-based, but with more emphasis on effects that slow the opponent down if they hit, and Harrick could be an attack with a tricky pattern so she could pressure enemies from multiple angles. Maybe give her some sort of temporary shield or HP regen effect to reflect her number of healing abilities/Spirit Veil?

Arona: I imagine she'd mainly focus on close-ranged combos, trying to either break an opponent's guard or pressure them into making a mistake in blocking, but she'd have almost no range game.outside a projectile to reflect Spirit Totem's Holy Shock.

Azzy: All about the aerial game, staying in motion and trying to hit enemies from an angle where they can't easily counter her. Not sure how Bimbazzy would work, aside from One-Two being a combo attack of some sort.

Agni: Not sure how you'd cover her buff-heavy Power set in fighting game terms, maybe turn it into a system where she can charge up her moves to change their effects, like Flametongue gaining range or changing its attack pattern with each charge level?

Viv: Ask again once she's in the game and her Powers have been finalized.

Kasyrra: Ye Olde Final Boss, unlocked after inputting the Konami Code beating the game once. Fast, lots of health, really powerful combos, wide fireball effect for Dragon's Breath, that sort of thing.
 

orange64

Well-Known Member
Jan 16, 2022
114
22
28
I mean in theory you could probably make any of the characters (who's set up for combat) work but trying to capture some of the mechanics would be tricky. I'm not the best person to ask this question because I don't play a lot of fighting games (and there's enough variety that I'm not sure what format you have in mind) but here's a few idle thoughts:

Gear sets could be accounted for by either giving characters a mix of moves from all their options or having some way of changing them mid-fight, though not everyone would work well with the latter approach (like Queenly Raiment Ryn) so the former would probably make more sense.

Cait: She'd probably be the biggest jack of all trades character with some ranged options from Passion Priestess, close-in options with Hexblade Leathers and... I have no idea what you'd do with Sun Dancer unless you just look at Blessing as an attack booster that takes some time to set up.

Brint/Brienne: Separate characters but with a mostly-shared moveset from their Wayfarer/Arena gear, but they're distinct thanks to the Winter Knight/Pyromanicer-derived moves. I imagine they'd play by taking advantage of superior reach to try and keep non-ranged opponents from pulling off moves, but they'd be slower and have openings after attacks.

Atugia: I imagine she'd use a mix of attacks where she summons different sorts of weapons for variety, and to match her tanky nature she'd specialize in blocking and counterattacking.

Berwyn: Might as well lean on the summoner aspect and give him summons with different effects. Maybe make him focus on area control, using summons to force the opponent to either take damage or avoid them in a hopefully predictable way, opening them up to a direct attack.

Quin: Not really sure how you'd adapt his largely Tease-based powers to a fighting game, but Firewalk functioning like some sort of short-term damage counter could work.

Kiyoko: Lots of projectile attacks, and maybe a mechanic that drains enemy health or (perhaps more balanced) whatever the equivalent of the tech bar would be, and probably some form of increased chance to stun or prevent an opponent from using techs to reflect all her debuffing abilities.

Ryn: Also projectile-based, but with more emphasis on effects that slow the opponent down if they hit, and Harrick could be an attack with a tricky pattern so she could pressure enemies from multiple angles. Maybe give her some sort of temporary shield or HP regen effect to reflect her number of healing abilities/Spirit Veil?

Arona: I imagine she'd mainly focus on close-ranged combos, trying to either break an opponent's guard or pressure them into making a mistake in blocking, but she'd have almost no range game.outside a projectile to reflect Spirit Totem's Holy Shock.

Azzy: All about the aerial game, staying in motion and trying to hit enemies from an angle where they can't easily counter her. Not sure how Bimbazzy would work, aside from One-Two being a combo attack of some sort.

Agni: Not sure how you'd cover her buff-heavy Power set in fighting game terms, maybe turn it into a system where she can charge up her moves to change their effects, like Flametongue gaining range or changing its attack pattern with each charge level?

Viv: Ask again once she's in the game and her Powers have been finalized.

Kasyrra: Ye Olde Final Boss, unlocked after inputting the Konami Code beating the game once. Fast, lots of health, really powerful combos, wide fireball effect for Dragon's Breath, that sort of thing.
I like it a lot!
thank you for your input!